(navigation image)
Home American Libraries | Canadian Libraries | Universal Library | Community Texts | Project Gutenberg | Children's Library | Biodiversity Heritage Library | Additional Collections
Search: Advanced Search
Anonymous User (login or join us)
Upload
See other formats

Full text of "Asterix - Operation Getafix (1989)(Coktel Vision)"

ASTERIX 



THE STORY SO FAR 

Obelix (the chubby one), has made a lerrible 
mislake. He- hurled a menhir at the Romans, but 
missed and inslead hii Gelatix, ihe old druid. square 
on Ihe head. Geialix was knocked out cold and, 
when he regained consciousness, he hat) lost His 
memory. 

There has been an even woise side elfecl however. 
The Knock on the head means he no longer 
remembers how to make Ihe Magic Potion. Without 
mis, Ihe Gauls will Ce defeated by the Romans. 

There is a cure tor Geiatix's condition. Unlorlunale- 
!y, only he knew the correct ingredients required lo 
produce It! 

THE SOOTHSAYER 

\r\ Ihe middle of this chaos there appeared in the 
village a mysterious soothsayer named Prolix. He 
is no more than a cheap conman though, and views 
Ihe credulous villagers as his meal ticket to an easy 
life. Unfortunately, the Romans think differently. 
They kidnap him, intending to use his influence over 
the villagers to convince them to surrender. To their 
delight, they find him a willing accomplice, 

STRAWBERRIES AND OIL 

You must take the part ol Astenx, the only clear 
headed person left in the village, and collect the in- 
gredients needed to help Getafix recover. This hunt 
will lake you around the village, through the woods, 
and even into the Roman camp itself! 

LOADING 

a) Set up your ATARI ST in the usual way. Refer to 
your Owner's Manual if required. 

b) Switch on your monitor or TV, Ihen your ST. Place 
the program disk in the drive. After a brief period 
Ihe game will begin to load. 

c) A prompt will appear. To continue a previously 
saved game enter 'Y', otherwise enter 'N". 

d) Press Esc lo skip the inlroductory sequence. 

e) Use the colour code card and your keypad to 
answer the loading sequence questions, 

PROBLEMS 

II you experience any problems with this software, 
please carry out the following procedures: 



a) Make sure you are following the loading insirm 
lions correctly 

b] Please switch off your ST from the mains arul 
disconnect any external drives or upgrades .uni 
try re-loading. 

C) II problems persist, please try another piece of 
software that you know to load and work. II IhiB 
software still loads and runs, then return the faul- 
ty software to your dealer, staling Ihe exact pro- 
blem(s) encountered, 

NOTE: We suggest inalyou ensure the disks ate vinlo 
prolBCled. Refer to your Owner S Manual it required. 

Tnis product requires your computer 10 Oe connecl^ll 
lo a television or colour monitor II will nol work on tho 

Atari high resolulion mono moniio' 

JOYSTICK CONTROLS 





WALK UP 
I 






WALK .^JB^^_ 


WALK 
RIGHT 




1 

WALK DOWN 






Without FIRE Button Depressed 




FIRE 


= JUMP UP 1 






JUMP .^Jt^^m. 


JUMP 
RIGHT 



With FIRE Button Depressed 



N.B. The Jump Up' control only works in the forest. 
KEYBOARD CONTROLS 



KEY 


t 


J 






Enlfli 


ACTION 


Up 


Down 


Leil 


Right 


Jump^ 



BEND/PICK UP: press Ihe Space key 
KNOCK DOWN A WILD BOAR: press Enter, 
PLAY DICE: come close and press Enter key. 
GO INTO THE CHIEFS HOUSE: go to Ihe door and 
press Enter key. 
BUY: when near the shop assistant press Enter. 



TYPES OF ACTION 

To get Ihe ingredients needed to restore Gelatix's 
memory, AsleriK must pertorin a varrely o( tasks: 

BUYING: Items may be purctiased in the Gaulish 
village, but this costs a fair few seslerc-es. Asierix 
isn'i averse to a little gambling to raise money. 

PLAYING DICE: Aslerix may play againsl ttie 
Soothsayer or tfie Romans in iheir camp. The op- 
position rolls first. Asterix follows. The principle is 
Simple. To win, Asterix musi score the mosi pomts. 
Bolsare placed priorloeach roll. Toshake Ihe dice 
before throwing simply shake the mouse, press- 
ing the right mouse button when ready to throw. 
n doutjle allows Itie contestant to throw again. If 
Aslenx wins, he gets everything in the pot. 

BOAR HUNTING: Boars roam in Ihe forest. Stay 
out ol their path, or Aslerix will be hurt and lose 
valuable life points These lumbering beasts can 
1)0 neutralized and success earns Astenx quite a 
low points. To knock them down, he must stand 
ael back from their path, facing the screen. Then, 
as they pass, he must strike them with all his might, 

FIGHTING THE ROMANS: As he travels through 
the woods, Asterix may happen across a solitary 
Roman. On these occasions he has two options. 
He may flee, or altetnaiively he can light using all 
his Gaulish strength and cunning, l^emember, he 
has no magic potion, so he may well be exhausted. 
But distracting the guard's attention, before attack- 
ing and rendering him senseless with one of his 
daunting manouvres, is often a good idea. 

Should he meet an entire patrol, there's no cause 
for alarm. The cowardly Romans run away at first 
sight of our hero. 



CONTROLS FOR 


FIGHTING 


( ACTION 


KEYBOARD 


JOYSTICK "1 


Asieiix points 


Ft key 


Centre and press 
Ihe FIRE button 


Slap face 


F2key 


Push shaft to the 
right and press 
the FIRE button 


Punch from 
bottom 10 top 


F3key 


Push shaft down- 
wards and press 
the FIRE button 


Punch from 
lop to bollom 


F4 key 


Push shaft up- 
wards and press 
the FIRE button 



SELECTING THE INGREDIENTS: When Asterix 
has gathered sufficient ingredients, he may ley to 
prepare the potion that will restore Getafix. He 



must travel lo the tar left of the village where Getalix 
and ObeliM await fwm. 

When he teaches Ihe correct place, a cooking pot 
cursor appears, which allows him to click on the 
three ingredients he wishes to blend (ingredients 
can be put back down by clicKing on them a se- 
cond lime). When il has been created, Asterix can 
choose lo have the mixture tested on either Getalix, 
Of a Roman (provided he has captured one). Take 
care with your expetimentation though, as each 
itiix pitivides only three doses. 

When you are ready to leave the Mixing Screen, 
click the left mouse button or press the Esc key. 

QUITTING AND SAVING 

By pressing the Esc key you can skip the presen- 
tation page or quit the game. If you wish lo quit and 
save, press the FIO key. 

METERS 

These ate found on a strip along the tjotiom ol the 
screen in the form ol two icon lines: 

LINE 1 (from left to tight): 

a) 9 spaces containing boar-legs which symbolise 
life points. You lose these when knocked down 
by lish, 0' when figiiting boats and Romans, 

b) 6 spaces meant lo contain sesterces. These can 
be won by playing dice. They ate used for pur- 
chasing various items in the Gaulish village, 
such as the Golden Billhook which, used as a 
|oker. slows down Aslerix's loss of energy. 

c) The remaining 3 spaces are for the items bought 
by the player. 

LINES (from left to tight): 

a) The (irsl space contains either 

- Gotafix's head showing his state of health. 

- the head of the character whose words 
currently appear in the text box alongside. 

b) The remaining six spaces are intended for the 
ingredients. 

TO WIN 

You have won the game when you succeed in brew- 
ing the magic formula and had either Getafix or a 
Roman tasle il. II will nol be easy tl^ough, since 
there are over twenty combinations, 

OR LOSE 

If Asterix makes Ihe old druid drink too many ol his 
concoctions, his condition worsens and you will 
lose the game if he gels into a weak state. Il's vital 
lor Asterix to capture a Roman lo experiment on